using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
using ProtectThePie;
using ProtectThePieWP7.AdditionalClasses;
using ProtectThePieWP7.GeneralClasses;

namespace ThreeThingGame
{
    public enum GameState
    {
        GamePlay,
        NewGame,
        GameOver,
        MainMenu,
        Title,
        Pause,
        About
    }

    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public static List<Song> songs;
        public static SpriteFont mainFont;
        public static SoundEffect menuClick;
        public static MySoundEngine soundEngine;
        public static GameState state;
        public static bool exit;
        private Point fieldSize;

        #region Textures

        public static Texture2D menuTexture;
        public static Texture2D bulletTexture;

        #endregion
        #region Screens

        MainMenu mainMenu;

        #endregion

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            fieldSize = new Point(800, 480);
            graphics.PreferredBackBufferHeight = fieldSize.Y;
            graphics.PreferredBackBufferWidth = fieldSize.X;
            graphics.IsFullScreen = true;
            graphics.ApplyChanges();

            state = GameState.MainMenu;
            soundEngine = new MySoundEngine();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //Sounds
            menuClick = Content.Load<SoundEffect>("Sounds\\menuClick2");

            //SpriteFonts
            mainFont = Content.Load<SpriteFont>("SpriteFonts\\mainFont");

            //Textures
            menuTexture = Content.Load<Texture2D>("Textures\\woodPlank");
            bulletTexture = Content.Load<Texture2D>("Textures\\bullet");

            //GameScreens
            mainMenu = new MainMenu(fieldSize);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (exit) this.Exit();

            TouchCollection touches = TouchPanel.GetState();

            switch (state)
            {
                case GameState.MainMenu:
                    mainMenu.Update(touches);
                    break;
                case GameState.GamePlay:

                    break;
                case GameState.GameOver:

                    break;
                case GameState.NewGame:

                    break;
                case GameState.About:

                    break;
                case GameState.Pause:

                    break;
                case GameState.Title:

                    break;
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();

            switch (state)
            {
                case GameState.MainMenu:
                    mainMenu.Draw(spriteBatch);
                    break;
                case GameState.GamePlay:

                    break;
                case GameState.GameOver:

                    break;
                case GameState.NewGame:

                    break;
                case GameState.About:

                    break;
                case GameState.Pause:

                    break;
                case GameState.Title:

                    break;
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
